Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
  
 

Karma

When embarking on the adventures of the story, as results occur based on the relative success, then the GM will award advancement points, called karma. This is similar to what other systems call bonus points, experience points or leveling. Players will receive karma for various reasons. Sometimes it is for crucial skill use or for excellent character choices through role play. Usually it is for succeeding at challenges and completing missions.

The method of award is mostly up to the GM. Some will keep track and award the karma at specific timing of the story. Awarding an amount at the end of the session is another. Perhaps a GM will dole karma out after each challenge scenario. Further, tracking by individual or by a group average is solely a GM choice.

When awarded, the amount will be recorded on a player’s character sheet, as a running total. However, karma tracked by what is available to use, not a total score from all time. The points from karma are used by “purchasing” new skills. Thus, the when spent, the running total is lowered by the cost amount.

Skills are not the only thing to buy with karma. Sub-attribute scores can also be increased with karma. In fact, it may be necessary to do this from time to time to gain the desired skill. Each boost is made one-point at a time. The cost to advance is listed in the table below. Thus, moving from a stat from 8 to 9 would cost 300 karma.

Score RaisedKarma  Score RaisedKarma  Score Raised Karma  Score Raised Karma 
From 1 to 230  From 7 to 8250  From 13 to 14550  From 19 to 201200 
From 2 to 360  From 8 to 9300  From 14 to 15600  From 20 to 211425 
From 3 to 490  From 9 to 10350  From 15 to 16675  From 21 to 221550 
From 4 to 5120  From 10 to 11400  From 16 to 17750  From 22 to 231700 
From 5 to 6160  From 11 to 12450  From 17 to 18875  From 23 to 241850 
From 6 to 7200  From 12 to 13500  From 18 to 191000  From 24 to 252000 

While normally used to advance one’s character, there is one other option for karma. It can be used to “buy” a one-time advantage for a specific scenario. When taking an action, but not a reaction, a player may sacrifice (spend) 10 points of unused karma to gain advantage on that action. This can be performed as many times as the player chooses and can afford.